| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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OpenJPEG.EncodeFromImage() fails in VectorRender and DynamicTexture modules
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wrong avatar.
In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread.
If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched.
This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent.
This change loads the fields into local references so that this doesn't happen.
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for the main simulator.
This prevents issues such as transient mono console problems from crashing the server.
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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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breaks LINK_SET et al.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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SceneGraph property.
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Conflicts:
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
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quite the program before all bots have actually logged off.
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pointless since they terminate quickly
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modules command in OpenSim.cs now shows both shared modules and region modules.
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via a timer, so that we can actually abort the action thread on shutdown
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instead of once for each bot
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Hasn't been touched since 2009 and wasn't more than another copy of pCampBot
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<lastname>_<bot-number>"
e.g. starting up two bots called "Ima Bot" will give them the names "Ima Bot_0" and "Ima Bot_1"
This is necessary since bots with random names can no longer be created, as there's no easy way to turn off account authentication
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counting.
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updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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OpenSimDefaults.ini + explanation.
This setting controls the maximum number of listeners in a region
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main physics loop and ScenePresence position and velocity setting
This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
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ODECharacter position and position and velocity for ODEPrims.
This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem.
It's more for consistency and for the next step of removing some scene locks
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directly where possible, instead of transferring X, Y and Z components separately
some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places.
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